155 lines
7.8 KiB
Markdown
155 lines
7.8 KiB
Markdown
![](docs/imgs/SMAPI.png)
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## Contents
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* [What is SMAPI?](#what-is-smapi)
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* **[For players](#for-players)**
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* **[For mod developers](#for-mod-developers)**
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* [For SMAPI developers](#for-smapi-developers)
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* [Compiling from source](#compiling-from-source)
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* [Debugging a local build](#debugging-a-local-build)
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* [Preparing a release](#preparing-a-release)
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* [Advanced usage](#advanced-usage)
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* [Configuration file](#configuration-file)
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* [Command-line arguments](#command-line-arguments)
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## What is SMAPI?
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**SMAPI** is an [open-source](LICENSE) modding API for [Stardew Valley](http://stardewvalley.net/)
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that lets you play the game with mods. It's safely installed alongside the game's executable, and
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doesn't change any of your game files. It serves five main purposes:
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1. **Load mods into the game.**
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_SMAPI loads mods when the game is starting up so they can interact with it. (Code mods aren't
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possible without SMAPI to load them.)_
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2. **Provide APIs and events for mods.**
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_SMAPI provides low-level APIs and events which let mods interact with the game in ways they
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otherwise couldn't._
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3. **Rewrite mods for crossplatform compatibility.**
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_SMAPI rewrites mods' compiled code before loading them so they work on Linux/Mac/Windows
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without the mods needing to handle differences between the Linux/Mac and Windows versions of the
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game._
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4. **Rewrite mods to update them.**
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_SMAPI detects when a mod accesses part of the game that changed in a recent update which
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affects many mods, and rewrites the mod so it's compatible._
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5. **Intercept errors.**
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_SMAPI intercepts errors that happen in the game, displays the error details in the console
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window, and in most cases automatically recovers the game. This prevents mods from accidentally
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crashing the game, and makes it possible to troubleshoot errors in the game itself that would
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otherwise show a generic 'program has stopped working' type of message._
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## For players
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* [How to install SMAPI & use mods](http://canimod.com/guides/using-mods#installing-smapi)
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* [Release notes](release-notes.md#release-notes)
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* Need help? Come [chat on Discord](https://discord.gg/KCJHWhX) or [post in the support forums](http://community.playstarbound.com/threads/smapi-stardew-modding-api.108375/).
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_Please don't submit issues on GitHub for support questions._
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## For mod developers
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* [How to develop mods](http://canimod.com/guides/creating-a-smapi-mod)
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* [How to update mods](http://canimod.com/guides/updating-a-smapi-mod)
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* [Release notes](release-notes.md#release-notes)
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* [Chat on Discord](https://discord.gg/KCJHWhX) with SMAPI developers and other modders
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## For SMAPI developers
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_This section is about compiling SMAPI itself from source. If you don't know what that means, this
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section isn't relevant to you; see the previous sections to use or create mods._
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### Compiling from source
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Using an official SMAPI release is recommended for most users.
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If you'd like to compile SMAPI from source, you can do that on any platform using
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[Visual Studio](https://www.visualstudio.com/vs/community/) or [MonoDevelop](http://www.monodevelop.com/).
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SMAPI uses build configuration derived from the [crosswiki mod config](https://github.com/Pathoschild/Stardew.ModBuildConfig#readme)
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to detect your current OS automatically and load the correct references. Compile output will be
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placed in a `bin` folder at the root of the git repository.
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### Debugging a local build
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Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting
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the `StardewModdingAPI` project with debugging will launch SMAPI with the debugger attached, so you
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can intercept errors and step through the code being executed.
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### Preparing a release
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To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See
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_[crossplatforming a SMAPI mod](http://canimod.com/guides/crossplatforming-a-smapi-mod#preparing-a-mod-release)_
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for the first-time setup. For simplicity, all paths are relative to the root of the repository (the
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folder containing `src`).
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1. Update the version number in `GlobalAssemblyInfo.cs` and `Constants::Version`. Make sure you use a
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[semantic version](http://semver.org). Recommended format:
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build type | format | example
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:--------- | :-------------------------------- | :------
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dev build | `<version>-alpha.<timestamp>` | `1.0.0-alpha.20171230`
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beta | `<version>-beta.<incrementing ID>`| `1.0.0-beta`, `1.0.0-beta.2`, <20>
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release | `<version>` | `1.0.0`
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2. In Windows:
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1. Rebuild the solution in _Release_ mode.
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2. Rename `bin/Packaged` to `SMAPI <version>` (e.g. `SMAPI 1.6`).
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2. Transfer the `SMAPI <version>` folder to Linux or Mac.
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_This adds the installer executable and Windows files. We'll do the rest in Linux or Mac,
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since we need to set Unix file permissions that Windows won't save._
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2. In Linux or Mac:
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1. Rebuild the solution in _Release_ mode.
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2. Copy `bin/internal/Packaged/Mono` into the `SMAPI <version>` folder.
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3. If you did everything right so far, you should have a folder like this:
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```
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SMAPI-1.x/
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install.exe
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readme.txt
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internal/
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Mono/
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Mods/*
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Mono.Cecil.dll
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Newtonsoft.Json.dll
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StardewModdingAPI
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StardewModdingAPI.AssemblyRewriters.dll
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StardewModdingAPI.config.json
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StardewModdingAPI.exe
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StardewModdingAPI.exe.mdb
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steam_appid.txt
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System.Numerics.dll
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System.Runtime.Caching.dll
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Windows/
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Mods/*
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Mono.Cecil.dll
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Newtonsoft.Json.dll
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StardewModdingAPI.AssemblyRewriters.dll
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StardewModdingAPI.config.json
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StardewModdingAPI.exe
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StardewModdingAPI.pdb
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StardewModdingAPI.xml
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steam_appid.txt
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```
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4. Open a terminal in the `SMAPI <version>` folder and run `chmod 755 internal/Mono/StardewModdingAPI`.
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5. Copy & paste the `SMAPI <version>` folder as `SMAPI <version> for developers`.
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6. In the `SMAPI <version>` folder...
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* edit `internal/Mono/StardewModdingAPI.config.json` and
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`internal/Windows/StardewModdingAPI.config.json` to disable developer mode;
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* delete `internal/Windows/StardewModdingAPI.xml`.
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7. Compress the two folders into `SMAPI <version>.zip` and `SMAPI <version> for developers.zip`.
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## Advanced usage
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### Configuration file
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You can customise the SMAPI behaviour by editing the `StardewModdingAPI.config.json` file in your
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game folder. It contains these fields:
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field | purpose
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----- | -------
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`DeveloperMode` | Default `false` (except in _SMAPI for developers_ releases). Whether to enable features intended for mod developers. Currently this only makes `TRACE`-level messages appear in the console.
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`CheckForUpdates` | Default `true`. Whether SMAPI should check for a newer version when you load the game. If a new version is available, a small message will appear in the console. This doesn't affect the load time even if your connection is offline or slow, because it happens in the background.
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`ModCompatibility` | A list of mod versions SMAPI should consider compatible or broken regardless of whether it detects incompatible code. Each record can be set to `AssumeCompatible` or `AssumeBroken`. Changing this field is not recommended and may destabilise your game.
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### Command-line arguments
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SMAPI recognises the following command-line arguments. These are intended for internal use or
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testing and may change without warning.
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argument | purpose
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-------- | -------
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`--log path "path"` | The relative or absolute path of the log file SMAPI should write.
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`--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.)
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